The Creators of Baldur's Gate 3 Explains Its Use of Machine Learning for Next Divinity

The studio behind popular titles like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its new project, creating immense hype within the player base. However, recent remarks from the studio's figurehead have brought nuance to the narrative, addressing the team's stance toward generative artificial intelligence.

AI as a Creative Assistant, Not a Substitute

In a latest statement, Swen Vincke detailed that the developer is utilizing generative AI for particular ancillary functions. These involve enhancing PowerPoint slides, producing rough concept art, and drafting placeholder text.

Importantly, Vincke emphasized that the shipping content in the game will be crafted solely by actual writers. "Our team is creating everything manually," he stated.

Our studio is actively expanding our pool of concept artists and are currently assembling dedicated writer rooms.

Given that this area is being specifically called out — we currently have 23 visual developers and have positions available for more talent.

Everything we do is incremental and focused on letting our team spend additional energy on the creative process.

Any machine learning application applied correctly is supplementary to a artist's routine, never a stand-in for their craft.

Responding to Feedback and Defining the Path

The revelation of AI usage originally generated concern among a segment of the player base. In reaction, Vincke provided additional elaboration on online platforms.

"At Larian, we employ AI tools to explore references, in the same way we use Google and art books," he stated. "During the very early planning process we use it as a simple sketch for structure which we then substitute with original concept art."

He added, "We've hired talent for their creative vision, not for their willingness to follow what a machine suggests."

Three Pillars of Practical Application

Vincke had previously broken down the team's focused approach to machine learning, defining its use into key functions:

  • Handling Monotonous Jobs: This includes refining animations, dialogue cleanup, and pipeline-specific tasks like adjusting assets for various species.
  • Rapid Prototyping ('White Boxing'): Using technology to quickly build rough versions of mechanics to test concepts ahead of full implementation.
  • Experimental Frontiers: Investigating how machine learning could eventually enhance emergent player agency, particularly in simulating player-driven narratives in a complex RPG.

He clearly affirmed that key artistic disciplines — like writing — are are absolutely not fields where the team is reducing human input. Conversely, Larian is actively hiring in these very roles.

"Larian is neither releasing a game with any AI components, nor looking at reducing creatives to substitute them with artificial intelligence," Vincke summarized.

Micheal Cain
Micheal Cain

Cybersecurity specialist with over a decade of experience in digital privacy and data protection strategies.